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                    <p><font face="Microsoft YaHei" size="4"><span style="font-family:Microsoft YaHei; font-size:18px"><span style="font-size:18px">学习Unity脚本推荐：<a href="http://docs.unity3d.com/Documentation/ScriptReference/index.html">Unity3D官网<span style="font-size:18px">索引</span></a></span></span><br> </font></p> 
<p><span style="font-family:Microsoft YaHei; font-size:18px"><br> </span></p> 
<p><span style="font-family:Microsoft YaHei; font-size:18px">Unity3D初学者经常把Awake和Start混淆。</span></p> 
<p><span style="font-family:Microsoft YaHei; font-size:18px">简单说明一下，Awake在MonoBehavior创建后就立刻调用，Start将在MonoBehavior创建后在该帧Update之前，在该Monobehavior.enabled == true的情况下执行。</span></p> 
<pre><code class="language-javascript hljs"><ol class="hljs-ln" style="width:100%"><li><div class="hljs-ln-numbers"><div class="hljs-ln-line hljs-ln-n" data-line-number="1"></div></div><div class="hljs-ln-code"><div class="hljs-ln-line"><span class="hljs-keyword">void</span> <span class="hljs-title class_">Awake</span> (){</div></div></li><li><div class="hljs-ln-numbers"><div class="hljs-ln-line hljs-ln-n" data-line-number="2"></div></div><div class="hljs-ln-code"><div class="hljs-ln-line">}     </div></div></li><li><div class="hljs-ln-numbers"><div class="hljs-ln-line hljs-ln-n" data-line-number="3"></div></div><div class="hljs-ln-code"><div class="hljs-ln-line"><span class="hljs-comment">//初始化函数，在游戏开始时系统自动调用。一般用来创建变量之类的东西。</span></div></div></li><li><div class="hljs-ln-numbers"><div class="hljs-ln-line hljs-ln-n" data-line-number="4"></div></div><div class="hljs-ln-code"><div class="hljs-ln-line"> </div></div></li><li><div class="hljs-ln-numbers"><div class="hljs-ln-line hljs-ln-n" data-line-number="5"></div></div><div class="hljs-ln-code"><div class="hljs-ln-line"><span class="hljs-keyword">void</span> <span class="hljs-title class_">Start</span>(){</div></div></li><li><div class="hljs-ln-numbers"><div class="hljs-ln-line hljs-ln-n" data-line-number="6"></div></div><div class="hljs-ln-code"><div class="hljs-ln-line">}</div></div></li><li><div class="hljs-ln-numbers"><div class="hljs-ln-line hljs-ln-n" data-line-number="7"></div></div><div class="hljs-ln-code"><div class="hljs-ln-line"><span class="hljs-comment">//初始化函数，在所有Awake函数运行完之后（一般是这样，但不一定），在所有Update函数前系统自动条用。一般用来给变量赋值。</span></div></div></li></ol></code><div class="hljs-button signin" data-title="登录后复制" data-report-click="{&quot;spm&quot;:&quot;1001.2101.3001.4334&quot;}" onclick="hljs.signin(event)"></div></pre>
<br> 
<br> 
<p><span style="font-family:Microsoft YaHei; font-size:18px">我们通常书写的脚本，并不会定义[ExecuteInEditMode]这个Attribute，所以Awake和Start都只有在Runtime中才会执行。</span></p> 
<span style="font-family:Microsoft YaHei; font-size:18px"><br> </span> 
<p><span style="font-family:Microsoft YaHei; font-size:18px">例1：</span></p> 
<p></p> 
<pre><code class="language-javascript hljs"><ol class="hljs-ln" style="width:100%"><li><div class="hljs-ln-numbers"><div class="hljs-ln-line hljs-ln-n" data-line-number="1"></div></div><div class="hljs-ln-code"><div class="hljs-ln-line">public <span class="hljs-keyword">class</span> <span class="hljs-title class_">Test</span> : <span class="hljs-title class_">MonoBehaviour</span> {</div></div></li><li><div class="hljs-ln-numbers"><div class="hljs-ln-line hljs-ln-n" data-line-number="2"></div></div><div class="hljs-ln-code"><div class="hljs-ln-line">    <span class="hljs-keyword">void</span> <span class="hljs-title class_">Awake</span> () {</div></div></li><li><div class="hljs-ln-numbers"><div class="hljs-ln-line hljs-ln-n" data-line-number="3"></div></div><div class="hljs-ln-code"><div class="hljs-ln-line">        <span class="hljs-title class_">Debug</span>.<span class="hljs-title class_">Log</span>(<span class="hljs-string">"Awake"</span>);</div></div></li><li><div class="hljs-ln-numbers"><div class="hljs-ln-line hljs-ln-n" data-line-number="4"></div></div><div class="hljs-ln-code"><div class="hljs-ln-line">        enabled = <span class="hljs-literal">false</span>;</div></div></li><li><div class="hljs-ln-numbers"><div class="hljs-ln-line hljs-ln-n" data-line-number="5"></div></div><div class="hljs-ln-code"><div class="hljs-ln-line">    }</div></div></li><li><div class="hljs-ln-numbers"><div class="hljs-ln-line hljs-ln-n" data-line-number="6"></div></div><div class="hljs-ln-code"><div class="hljs-ln-line"> </div></div></li><li><div class="hljs-ln-numbers"><div class="hljs-ln-line hljs-ln-n" data-line-number="7"></div></div><div class="hljs-ln-code"><div class="hljs-ln-line">    <span class="hljs-keyword">void</span> <span class="hljs-title class_">Start</span> () {</div></div></li><li><div class="hljs-ln-numbers"><div class="hljs-ln-line hljs-ln-n" data-line-number="8"></div></div><div class="hljs-ln-code"><div class="hljs-ln-line">        <span class="hljs-title class_">Debug</span>.<span class="hljs-title class_">Log</span>(<span class="hljs-string">"Start"</span>);</div></div></li><li><div class="hljs-ln-numbers"><div class="hljs-ln-line hljs-ln-n" data-line-number="9"></div></div><div class="hljs-ln-code"><div class="hljs-ln-line">    }</div></div></li><li><div class="hljs-ln-numbers"><div class="hljs-ln-line hljs-ln-n" data-line-number="10"></div></div><div class="hljs-ln-code"><div class="hljs-ln-line">}</div></div></li></ol></code><div class="hljs-button signin" data-title="登录后复制" data-report-click="{&quot;spm&quot;:&quot;1001.2101.3001.4334&quot;}" onclick="hljs.signin(event)"></div></pre>
<br> 
<br> 
<p></p> 
<span style="font-family:Microsoft YaHei; font-size:18px">以上代码，在Awake中我们调用了enabled = false; 禁止了这个MonoBehavior的update。由于Start, Update, PostUpdate等属于runtime行为的一部分，这段代码将使Start不会被调用到。<br> <br> 在游戏过程中，若有另外一组代码有如下调用:<br> </span>
<pre><code class="language-javascript hljs"><ol class="hljs-ln" style="width:100%"><li><div class="hljs-ln-numbers"><div class="hljs-ln-line hljs-ln-n" data-line-number="1"></div></div><div class="hljs-ln-code"><div class="hljs-ln-line"><span class="hljs-title class_">Test</span> test = go.<span class="hljs-property">GetComponent</span>&lt;<span class="hljs-title class_">Test</span>&gt;();</div></div></li><li><div class="hljs-ln-numbers"><div class="hljs-ln-line hljs-ln-n" data-line-number="2"></div></div><div class="hljs-ln-code"><div class="hljs-ln-line">test.<span class="hljs-property">enabled</span> = <span class="hljs-literal">true</span>;</div></div></li></ol></code><div class="hljs-button signin" data-title="登录后复制" data-report-click="{&quot;spm&quot;:&quot;1001.2101.3001.4334&quot;}" onclick="hljs.signin(event)"></div></pre>
<br> 
<span style="font-family:Microsoft YaHei; font-size:18px"><br> 这个时候，若该MonoBehavior之前并没有触发过Start函数，将会在这段代码执行后触发。<br> <br> 例2：<br> <br> player.cs<br> </span>
<pre><code class="language-javascript hljs"><ol class="hljs-ln" style="width:100%"><li><div class="hljs-ln-numbers"><div class="hljs-ln-line hljs-ln-n" data-line-number="1"></div></div><div class="hljs-ln-code"><div class="hljs-ln-line">private <span class="hljs-title class_">Transform</span> handAnchor = <span class="hljs-literal">null</span>;</div></div></li><li><div class="hljs-ln-numbers"><div class="hljs-ln-line hljs-ln-n" data-line-number="2"></div></div><div class="hljs-ln-code"><div class="hljs-ln-line"><span class="hljs-keyword">void</span> <span class="hljs-title class_">Awake</span> () { handAnchor = transform.<span class="hljs-title class_">Find</span>(<span class="hljs-string">"hand_anchor"</span>); }</div></div></li><li><div class="hljs-ln-numbers"><div class="hljs-ln-line hljs-ln-n" data-line-number="3"></div></div><div class="hljs-ln-code"><div class="hljs-ln-line"><span class="hljs-comment">// void Start () { handAnchor = transform.Find("hand_anchor"); }</span></div></div></li><li><div class="hljs-ln-numbers"><div class="hljs-ln-line hljs-ln-n" data-line-number="4"></div></div><div class="hljs-ln-code"><div class="hljs-ln-line"><span class="hljs-keyword">void</span> <span class="hljs-title class_">GetWeapon</span> ( <span class="hljs-title class_">GameObject</span> go ) {</div></div></li><li><div class="hljs-ln-numbers"><div class="hljs-ln-line hljs-ln-n" data-line-number="5"></div></div><div class="hljs-ln-code"><div class="hljs-ln-line">    <span class="hljs-keyword">if</span> ( handAnchor == <span class="hljs-literal">null</span> ) {</div></div></li><li><div class="hljs-ln-numbers"><div class="hljs-ln-line hljs-ln-n" data-line-number="6"></div></div><div class="hljs-ln-code"><div class="hljs-ln-line">        <span class="hljs-title class_">Debug</span>.<span class="hljs-title class_">LogError</span>(<span class="hljs-string">"handAnchor is null"</span>);</div></div></li><li><div class="hljs-ln-numbers"><div class="hljs-ln-line hljs-ln-n" data-line-number="7"></div></div><div class="hljs-ln-code"><div class="hljs-ln-line">        <span class="hljs-keyword">return</span>;</div></div></li><li><div class="hljs-ln-numbers"><div class="hljs-ln-line hljs-ln-n" data-line-number="8"></div></div><div class="hljs-ln-code"><div class="hljs-ln-line">    }</div></div></li><li><div class="hljs-ln-numbers"><div class="hljs-ln-line hljs-ln-n" data-line-number="9"></div></div><div class="hljs-ln-code"><div class="hljs-ln-line">    go.<span class="hljs-property">transform</span>.<span class="hljs-property">parent</span> = handAnchor;</div></div></li><li><div class="hljs-ln-numbers"><div class="hljs-ln-line hljs-ln-n" data-line-number="10"></div></div><div class="hljs-ln-code"><div class="hljs-ln-line">}</div></div></li></ol></code><div class="hljs-button signin" data-title="登录后复制" data-report-click="{&quot;spm&quot;:&quot;1001.2101.3001.4334&quot;}" onclick="hljs.signin(event)"></div></pre>
<br> 
<span style="font-family:Microsoft YaHei; font-size:18px"><br> other.cs<br> </span> 
<p></p> 
<pre><code class="language-javascript hljs"><ol class="hljs-ln" style="width:100%"><li><div class="hljs-ln-numbers"><div class="hljs-ln-line hljs-ln-n" data-line-number="1"></div></div><div class="hljs-ln-code"><div class="hljs-ln-line">...</div></div></li><li><div class="hljs-ln-numbers"><div class="hljs-ln-line hljs-ln-n" data-line-number="2"></div></div><div class="hljs-ln-code"><div class="hljs-ln-line"><span class="hljs-title class_">GameObject</span> go = <span class="hljs-keyword">new</span> <span class="hljs-title class_">GameObject</span>(<span class="hljs-string">"player"</span>);</div></div></li><li><div class="hljs-ln-numbers"><div class="hljs-ln-line hljs-ln-n" data-line-number="3"></div></div><div class="hljs-ln-code"><div class="hljs-ln-line">player pl = go.<span class="hljs-property">AddComponent</span>&lt;player&gt;(); <span class="hljs-comment">// Awake invoke right after this!</span></div></div></li><li><div class="hljs-ln-numbers"><div class="hljs-ln-line hljs-ln-n" data-line-number="4"></div></div><div class="hljs-ln-code"><div class="hljs-ln-line">pl.<span class="hljs-title class_">GetWeapon</span>(weaponGO);</div></div></li><li><div class="hljs-ln-numbers"><div class="hljs-ln-line hljs-ln-n" data-line-number="5"></div></div><div class="hljs-ln-code"><div class="hljs-ln-line">...</div></div></li></ol></code><div class="hljs-button signin" data-title="登录后复制" data-report-click="{&quot;spm&quot;:&quot;1001.2101.3001.4334&quot;}" onclick="hljs.signin(event)"></div></pre>
<br> 
<br> 
<p></p> 
<span style="font-family:Microsoft YaHei; font-size:18px">以上代码中，我们在player Awake的时候去为handAnchor赋值。如果我们将这步操作放在Start里，那么在other.cs中，当执行GetWeapon的时候就会出现handAnchor是null reference.<br> <br> 总结：我们尽量将其他Object的reference设置等事情放在Awake处理。然后将这些reference的Object的赋值设置放在Start()中来完成。<br> 当MonoBehavior有定义[ExecuteInEditMode]时<br> <br> 当我们为MonoBehavior定义了[ExecuteInEditMode]后，我们还需要关心Awake和Start在编辑器中的执行状况。<br> <br> &nbsp;&nbsp;&nbsp; 当该MonoBehavior在编辑器中被赋于给GameObject的时候，Awake, Start 将被执行。<br> &nbsp;&nbsp;&nbsp; 当Play按钮被按下游戏开始以后，Awake, Start 将被执行。<br> &nbsp;&nbsp;&nbsp; 当Play按钮停止后，Awake, Start将再次被执行。<br> &nbsp;&nbsp;&nbsp; 当在编辑器中打开包含有该MonoBehavior的场景的时候，Awake, Start将被执行。<br> <br> </span> 
<p><span style="font-family:Microsoft YaHei; font-size:18px">值得注意的是，不要用这种方式来设定一些临时变量的存储(private, protected)。因为一旦我们触发Unity3D的代码编译，这些变量所存储的内容将被清为默认值。</span></p> 
<p><span style="font-family:Microsoft YaHei; font-size:18px"><br> </span></p> 
<p><span style="font-family:Microsoft YaHei; font-size:18px">下面再来看看Unity圣典中的解释。</span></p> 
<p><span style="font-family:Microsoft YaHei; font-size:18px">&nbsp;Awake()<br> <br> 当一个脚本实例被载入时Awake被调用。<br> <br> Awake用于在游戏开始之前初始化变量或游戏状态。在脚本整个生命周期内它仅被调用一次.Awake在所有对象被初始化之后调用，所以你可以安全的与其他对象对话或用诸如 GameObject.FindWithTag 这样的函数搜索它们。每个游戏物体上的Awke以随机的顺序被调用。因此，你应该用Awake来设置脚本间的引用，并用Start来传递信息。Awake总是在Start之前被调用。它不能用来执行协同程序。</span></p> 
<p><span style="font-family:Microsoft YaHei; font-size:18px"><br> Start()<br> <br> Start仅在Update函数第一次被调用前调用。Start在behaviour的生命周期中只被调用一次。它和Awake的不同是Start只在脚本实例被启用时调用。<br> 你可以按需调整延迟初始化代码。Awake总是在Start之前执行。这允许你协调初始化顺序。<br> </span></p>
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					<div class="left ellipsis-online ellipsis-online-1">Unity<em>中</em><em>Awake</em>与<em>Start</em>函数的调用情况总结</div>
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				<div class="desc ellipsis-online ellipsis-online-1">Unity<em>中</em><em>Awake</em>与<em>Start</em>函数的调用情况总结
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 在Unity<em>中</em>编写<em>脚本</em>时，有一系列的可重写（override）函数供我们使用，其<em>中</em>的<em>Awake</em>与<em>Start</em>两个函数作为初始化与设置之用，几乎在每个<em>脚本</em><em>中</em>都要用到。因此，正确的把握这两个函数的调用时机，就能让我们在程序开发过程<em>中</em>避免一些错误，提高开发效率。比较懒，所以就没有上图，欢迎大家的批评指正: )
1、&nbsp; <em>Awake</em>函</div>
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				<div class="desc ellipsis-online ellipsis-online-1">视频当<em>脚本</em>被加载后，<em>Awake</em><em>和</em><em>Start</em>是两个自动被调用的函数。<em>Awake</em>先被调用，即使<em>脚本</em>没有被勾选。<em>Awake</em>用于设置<em>脚本</em>间的引用<em>和</em>初始化。<em>Start</em>在<em>Awake</em>调用后立刻被调用(如果<em>脚本</em>被勾选了),这个函数发生在Update之前。<em>Awake</em><em>和</em><em>Start</em>在<em>脚本</em>一次生命周期<em>中</em>只会被调用一次。即使你勾选了<em>脚本</em>，再取消<em>脚本</em>，<em>Start</em>不会被调用两次或两次以上。</div>
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				<div class="desc ellipsis-online ellipsis-online-1"><em>Start</em><em>和</em><em>Awake</em>方法的<em>区别</em><em>和</em>使用

1. <em>Awake</em>


  <em>Awake</em> is called when the script in<em>sta</em>nce is being loaded. 
  <em>Awake</em>方法在<em>脚本</em>实例正在被加载的时候调用



<em>Awake</em>方法在<em>脚本</em>的生命周期<em>中</em>只调用一次
<em>Awake</em>方法会在所有object都初始化后调用，所以不用担心object还没有加载出来，GameObject的f...</div>
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				<div class="desc ellipsis-online ellipsis-online-1">wake,<em>awake</em>,waken,<em>awake</em>n的<em>区别</em>
这4个单词都有"醒来，唤醒，弄醒"的意意思，但又有不同之处。
 1:wake,作及物动词<em>和</em>不及物动词的时候都常与up连用。a：I wake up at six every morning。我每天早上六点醒来。
b：Please wake me up at six in the morning.请早上六点钟叫醒我。
    2:...</div>
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				<div class="desc ellipsis-online ellipsis-online-1">最先执行的方法是<em>Awake</em>，这是生命周期的开始，用于进行激活时的初始化代码，一般可以在这个地方将当前<em>脚本</em>禁用:this.enable=false，如果这样做了，则会直接跳转到OnDisable方法执行一次，然后其它的任何方法，都将不再被执行。

　　如果当前<em>脚本</em>处于可用状态，则正常的执行顺序是继续向下执行OnEnable，当然我们可以在另外一个<em>脚本</em><em>中</em>实现这个<em>脚本</em>组件的启动：this.enab=</div>
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					<div class="left ellipsis-online ellipsis-online-1">Unity里<em>Start</em><em>和</em><em>Awake</em>的简单<em>区别</em></div>
					<div class="tag">最新发布</div>
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					<span class="info-block time">06-13</span>
					<span class="info-block read"><img class="read-img" src="./[Unity3D]脚本中Start()和Awake()的区别_请叫我汪海的博客-CSDN博客_files/readCountWhite.png" alt="">
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				<div class="desc ellipsis-online ellipsis-online-1">在实习生面试的时候经常会被问到<em>Start</em><em>和</em><em>Awake</em>的执行顺序<em>和</em><em>区别</em>。

相信大家都清楚执行顺序是<em>Awake</em>-&gt;OnEnable-&gt;<em>Start</em>


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				<div class="desc ellipsis-online ellipsis-online-1">// Initializes the target variable.
// target is private and thus not editable in the Inspector

// The ExampleClass <em>start</em>s with <em>Awake</em>.  The GameObject class has activeSelf
// set to false.  When activeSelf is set to true the <em>Start</em>() and Update()
// funct.</div>
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					<div class="left ellipsis-online ellipsis-online-1"><em>Unity3d</em><em>中</em>  <em>Awake</em> <em>和</em> <em>Start</em>的<em>区别</em></div>
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				<div class="desc ellipsis-online ellipsis-online-1">在<em>Unity3d</em>游戏程序运行时所有附加到游戏对象上的<em>脚本</em>组件都会运行， <em>Awake</em>方法<em>和</em><em>Start</em>方法都只会运行一次，多用于数据初始化。 这两个方法的执行顺序是： 先执行<em>Awake</em>方法，再执行<em>Start</em>方法






当<em>脚本</em>设置为不可用时
<em>Awake</em>方法仍然会执行一次，而<em>Start</em>方法则不会执行！




<em>Awake</em> 在游戏开始之前<em>Awake</em>用来初始化变量或游戏状态。</div>
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				<div class="desc ellipsis-online ellipsis-online-1">加载Scence 时 会先对所有<em>脚本</em>的<em>Awake</em>()先执行. 再执行<em>Start</em>()
因此如果<em>脚本</em>A. 在初始化时需要调用到 <em>脚本</em>B &nbsp;里的变量.
那A的调用语句 应放在<em>Start</em>()<em>中</em>,而不是<em>Awake</em>()
而B<em>脚本</em>要被调用的变量应 在<em>Awake</em>()<em>中</em>执行初始化.






可能会遇到初始化顺序的问题吧，我同事遇到过，就是一个<em>awake</em>执行时，无法确定其他物体是否初始化完成，</div>
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					<div class="left ellipsis-online ellipsis-online-1">Unity <em>脚本</em><em>中</em><em>Start</em>() 与 <em>Awake</em>()的<em>区别</em></div>
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				<div class="desc ellipsis-online ellipsis-online-1">概念分析

void <em>Awake</em>()：游戏启动之前用于初始化任何变量<em>和</em>游戏状态，在<em>脚本</em>实例生命周期<em>中</em>仅被调用一次，不能做协程。<em>Awake</em>函数是在所有objects实例化之后被调用的，因而可以安全地同其它objects通信或查询等；同时，<em>Awake</em>函数是在任何<em>Start</em>函数之前被调用的，因而我们可以规定<em>脚本</em>的初始化顺序。objects之间<em>Awake</em>函数的调用没有先后顺序规定，因而可以利用<em>Awake</em>函...</div>
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				<div class="desc ellipsis-online ellipsis-online-1"><em>Start</em>启动单独的“命令提示符”窗口来运行指定程序或命令。如果在没有参数的情况下使用，<em>start</em> 将打开第二个命令提示符窗口。语法<em>start</em> <em>[</em>"title"<em>]</em> <em>[</em>/dPath<em>]</em> <em>[</em>/i<em>]</em> <em>[</em>/min<em>]</em> <em>[</em>/max<em>]</em> <em>[</em>{/separate | /shared}<em>]</em> <em>[</em>{/low | /normal | /high | /realtime | /abovenormal | belownormal}</div>
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					<div class="left ellipsis-online ellipsis-online-1">Unity<em>中</em><em>Awake</em>()<em>和</em><em>Start</em>()的本质<em>区别</em></div>
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				<div class="desc ellipsis-online ellipsis-online-1">Unity<em>中</em><em>Awake</em>()<em>和</em><em>Start</em>()的本质<em>区别</em>


<em>Awake</em>()：<em>Awake</em> is called when the script in<em>sta</em>nce is being loaded.
<em>Start</em>()：<em>Start</em> is called on the frame when a script is enabled just before any of the Update methods is called the first time.


<em>区别</em>总结：

<em>Awake</em>()是在<em>脚本</em>对象实例化时被调用的，而<em>Sta</em></div>
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				<div class="desc ellipsis-online ellipsis-online-1">1.赋值一般在<em>Awake</em>，这是有原因的。因为不管物体是否被激活都会执行。

2.<em>start</em>里面的语句执行前提是物体被激活。

3.如果a物体<em>中</em>的<em>awake</em>把b
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				<div class="desc ellipsis-online ellipsis-online-1">1.今天做项目发现有个<em>脚本</em>的<em>Awake</em>方法执行不了，于是上网查了下，发现是<em>脚本</em>挂载的物体没有激活的原因（gameObject.active=fasle)，下面这篇文章有很详细的解释

https://blog.csdn.net/qq_28849871/a<em>rt</em>icle/details/78137261



2.按照上文的说法我检查了我的物体已经激活了，但我在<em>Awake</em>方法里注册的按钮点击事件还是没...</div>
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				<div class="desc ellipsis-online ellipsis-online-1">1. 对于给定的一个GameObject，其包含的组件<em>中</em>的<em>Awake</em>函数肯定在<em>Start</em>函数之前执行；
2. 对于GameObject1<em>和</em>GameObject2，如果GameObject2的<em>Start</em>函数依赖于GameObject1的存在，那么将可能导致崩溃，因为此时GameObject1可能还没有构造
3. 总之在<em>Unity3D</em><em>中</em>，不同物件的构造是无序的，这个需要注意。</div>
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				<div class="desc ellipsis-online ellipsis-online-1">void <em>Awake</em> (){
}     
//初始化函数，在游戏开始时系统自动调用，一般用来创建变量之类的东西。
 
void <em>Start</em>(){
}
//初始化函数，在所有<em>Awake</em>函数运行完之后（一般是这样，但不一定），在所有Update函数前系统自动条用。一般用来给变量赋值。


<em>Awake</em>在<em>脚本</em>被实例化的时候就会被调用（不管<em>脚本</em>是不是enable的），而且在<em>脚本</em>的生命周期<em>中</em>只会被调用一次...</div>
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